Ranger
Base Class: Ranger

Primal Warriors are adaptive combatants who dedicate themselves to cross-training their talents into other areas, giving them impressive versatility and terrifying prowess in a number of ways. Each primal warrior's training differs a little from that of others on this path, meaning that it is exceptionally rare to find two that are drastically alike. Primal Warriors have embraced the never-ending conflicts brought about by civilization and the unavoidable overlapping of them with the natural world. Rather than try to keep these two separate or protect one from the other, they have instead embodied the art of warfare, for better or for worse, so that they can help shape the outcome of these strifes.

Primal Training, Basic

Each primal warrior is a little different from others of their path, learning new ways to employ their magical or martial abilities to greater effect. When you choose this archetype at 3rd level, you gain one basic primal training option from the following list. You gain an additional basic primal training option at 5th, 9th, 13th, and 17th level.

Defensive Mastery, Basic

Defense is the key to victory in many instances, and you have embraced this teaching well. You gain 1 additional hit point per hit die you possess and the Parry reaction.

Parry. As a reaction to being targeted by a melee attack from a creature you can see, you may increase your armor class by your proficiency bonus.

Beginning at 7th level, you can add your proficiency bonus to all melee attacks originating from the same creature until the start of your next turn.

Leadership, Basic

Leadership can make or break a team, and you have stepped into the role wholeheartedly. You gain proficiency in Charisma (Persuasion) and the ability to inspire competence in your allies.

Inspire Competence. As a bonus action, you may grant one ally within 60 feet that can hear you advantage on their next ability check or attack roll.

Martial Prowess, Basic

Your have begun training your martial prowess, granting you the follow-through bonus action.

Follow-Through. After taking the attack action, you may make an additional melee or ranged weapon attack as a bonus action. This can be against the same or a different target.

Primal Magics, Basic

By further tapping into the primal magics you already know how to channel from, you gain access to more versatile spellcasting abilities. You gain one Druid Cantrip and one 1st level Druid or Ranger spell. These are ranger spells for you, and do not count against your spells known.

Ranged Superiority, Basic

You have begun training in superior ranged tactics. You gain the ability to make a reactive shot with a ranged weapon you are wielding.

Reactive Shot. As a reaction to a creature you can see moving or making an attack within your weapon's range, you may make a ranged attack against that creature.

Skirmishing Tactics, Basic

You have begin training to be a more effective skirmisher. You may take the dash, disengage, or dodge action as a bonus action on your turn.

War Magics, Basic

Studying the art of magic used in warfare to supplement your natural gifts in calling upon primal magic has granted one cantrip and 1st level spell from the sorcerer or wizard spell list. These spells are ranger spells for you, are cast using Wisdom as their spellcasting ability, and do not count against your maximum spells known.

Primal Training, Advanced

Beginning at 7th level, you are able to improve upon what you've already gained in your training. Select one of the basic primal training options you've gained to gain the advanced version of. You gain the ability to advance a basic training to an advanced one at 7th, 10th, 14th, and 18th level.

Defensive Mastery, Advanced

By further training your defensive abilities, you have grown incredibly accustomed to wearing medium armor, granting you the Medium Armor Master feat, and you have improved your skill in parrying, allowing you to deflect a projectile as you would a melee attack.

Deflect Projectiles. As a reaction to being targeted by a ranged weapon attack from a source you can see, you can add your Proficiency Bonus to your armor class against that attack, potentially causing it to miss. Beginning at 11th level, this bonus is applied against all ranged attacks made by the same creature until the start of your next turn.

Leadership, Advanced

By 7th level, you've assumed the role of leader long enough to have an uncanny awareness of battle tactics and the morale of those you are with, as well as how to improve both. You gain the Inspiring Leader feat as a bonus feat and gain the ability to make a defensive order as a reaction.

Defensive Order. As a reaction to one ally you can see within 60 feet that can hear you being targeted by an attack or caught within the area of magical effect, you can shout a defensive order, either granting them advantage on their saving throw against the effect or causing the triggering attack to be made with disadvantage.

Beginning at 11th level, this defensive order applies to all attacks or effects originating from the same creature or source until the start of your next turn.

Martial Prowess, Advanced

You have furthered your martial training, making you more accurate with all weapons and improving your response time to attacks made against you. You gain a +1 bonus to all melee and ranged attack rolls and the retaliatory strike reaction.

Retaliatory Strike. As a reaction to being targeted by an attack or spell from a creature you can see that is within range of the weapon you are currently wielding, you can make a single weapon attack against that creature. If the attack made against you missed or you succeeded your saving throw against the spell, you have advantage on your attack roll.

Primal Magics, Advanced

You have spent long hours meditating on how to best channel the primal magics of the world. Select two 1st or 2nd level spells from the Druid or Ranger spell lists. These spells are added to your ranger spells, do not count against your maximum number of spells known, and are cast using Wisdom.

Ranged Superiority, Advanced

You have focused on your ranged expertise further, and have gained the Sharpshooter feat. In addition, you gain the ability to unleash covering fire by sacrificing your action.

Covering Fire. By sacrificing your action on your turn and reducing your remaining movement to 0, you gain the ability to provide any of your allies within your weapon's range that you can see covering fire. Until the start of your next turn, you can make a ranged weapon attack against any creature you can see within your weapon's range that would make an attack against one of your allies that is also in range. Your attack is calculated before the creature's attack, and imposes disadvantage on that creature's attack roll. You can make a number of attacks this way equal to your maximum attacks per action.

Skirmishing Tactics, Advanced

You have trained further in guerilla warfare and mobile combat tactics, granting you a 5 ft bonus to your movement speed. Further, you gain the Hit and Run feature.

Hit and Run. Any time you successfully hit a creature with a melee attack before moving, you do not impose attacks of opportunity from that creature if you move out of melee range.

War Magics, Advanced

You have further studied the arcane magics of war, granting you greater efficacy in manifesting arcane spells. Choose two 1st or 2nd level spells from the Sorcerer or Wizard spell lists. These are now ranger spells for you, are added to your spell list, are cast using Wisdom, and do not count against your maximum number of spells known.

Primal Training, Superior

By 11th level, your continued diligence in your training has paid off and granted you truly superb capabilities. At 11th, 15th, and 19th level, select one advanced primal training you possess and gain its superior version.

Defensive Mastery, Superior

Your impressive defensive training has granted you incredible insight into how to better utilize your armor and to defend yourself against magic of all sorts. You gain a +1 bonus to your armor class so long as you are wearing armor, proficiency in Constitution Saving throws, and the deflect spells reaction, allowing you to deflect spells with a minor amount of your own magic applied to your parrying attempts.

Deflect Spells. As a reaction to being targeted by a spell cast by a creature you can see, you can grant yourself a bonus to your armor class or to any saving throw made against that spell equal to your Proficiency Bonus, potentially causing it to miss or giving you a better chance at resisting its effects.

Leadership, Superior

Your prowess in a position of command has given you the ability to manage multiple allies at once, and to ward off effects that hinge upon your force of will. You gain proficiency in Charisma saving throws and one Intelligence, Wisdom, or Charisma based skill. Further, any time you use your Inspire Competence action, you may affect an additional number of target equal to your Charisma modifier.

Martial Prowess, Superior

Your martial prowess has grown to match that of seasoned fighters, granting you the ability to make 3 attacks per action.

Primal Magics, Superior

Your meditations have lead to an impressive breakthrough, granting you the ability to channel significantly more magics from the natural world. Select one Druid cantrip and two spells of 3rd or lower level from the Druid or Ranger spell list. These spells are added to your spell list as Ranger spells, are cast using Wisdom, and do not count against your maximum spells known.

Ranged Superiority, Superior

Your prowess at ranged combat knows no bounds. You now ignore the loading property of any ranged weapon you are proficient in, do not suffer disadvantage when making a ranged attack against a creature within 5 feet of you, and gain access to the Volley action.

Volley. As an action, you may choose one creature, object, or location within your weapon's range that you can see, making a ranged weapon attack against that target and each creature or object you choose within 5 feet of it. Roll each attack and damage roll separately. You may only make ranged attacks in this way if you have sufficient ammunition for the weapon you are wielding. If using thrown weapons, you may draw a new thrown weapon of the same type from a belt, bandolier, or container on your person or within 5 feet of you that permits an item to be withdrawn as a bonus action or as an action between each attack. 

Skirmishing Tactics, Superior

You have become a terrifying skirmisher, able to move with remarkable speed and deliver deft attacks against any foe your allies have engaged in melee. Your movement speed increases by an additional 5 feet, and you gain the Pack Tactics feature.

Pack Tactics. Any time you make a melee attack against a creature that at least one of your allies that is not incapacitated is within 5 feet of you make that attack with advantage.

War Magics, Superior

Your intensive study of arcane war magic has given you the ability to manifest even greater spells. Choose one cantrip and two spells of 3rd or lower level from the Sorcerer or Wizard spell list. These spells are added to your spell list as Ranger spells, are cast using Wisdom, and do not count against your maximum number of spells known.

Primal Training, Expert

By 15th level, you have become a veritable master of the ways of the primal warrior, whatever those ways mean for you, individually. You gain 1 bonus feat of your choosing.

At 16th level, you gain the ability to advance one superior primal training you possess to its expert level. At 20th level, you may advance one more superior primal training to its expert level.

Defensive Mastery, Expert

You have become an expert at defensive combat, granting you a permanent +1 bonus to your Armor Class, whether wearing armor or not, and 1 additional hit point per level.

Leadership, Expert

Your talents in leadership have made you a truly inspiring commander. You gain a +1 bonus to your Charisma Score, proficiency in one additional Intelligence, Wisdom, or Charisma based skill, and gain the Rallying Call action.

Rallying Call. As an action, you let out a rallying call, causing each friendly creature that can hear you within 300 feet to instantly be cured of the charmed, frightened, and stunned conditions and granting each affected ally a number of temporary hit points equal to your Charisma modifier. Once affected by this ability, a creature cannot be affected by this ability again until it completes a short or long rest.

Martial Prowess, Expert

You have become an expert in martial combat, granting you an additional +1 bonus to all attack rolls you make. Further, any time you make a successful attack against a creature, the next attack you make against that creature before the start of your next turn is made at advantage.

Primal Magics, Expert

You have reached a truly incredible capacity to channel natural magics. Select one Druid Cantrip and two spells of 4th or lower level spell from the Druid or Ranger spell list. These spells are added to your personal spell list as ranger spells and do not count against your maximum number of spells known.

At 18th level, add one 5th or lower level spell from the druid or ranger spell list as a bonus ranger spell. It does not count against your maximum number of spells known. 

Ranged Superiority, Expert

You have become an undisputed master of ranged combat, and can make a killing shot consistently at any distance your weapon permits. You gain access to the killshot action.

Killshot. Once on each of your turns, you may declare a ranged attack as a killshot, causing that attack to be made at advantage. If a killshot hits its target, it automatically inflicts the maximum possible rolled damage. If a killshot is also a critical hit, its also inflicts its maximum possible critical damage.

Skirmishing Tactics, Expert

You have become truly implacable in combat, able to weave in and out of the fray with incredible ease. Your movement speed increases by an additional 5 feet, and you gain the ability to use any amount of your remaining movement speed between each attack when making the attack action.

As an example, you move 10 feet and declare the attack action against one target, then you may move 20 feet before making the next attack of your action, and use your remaining 15 feet of movement to move away from the target you just attacked.

War Magics, Expert

You have studied truly devastating arcane magics and have been able to master the art of casting them. Select one Cantrip and two spells of 4th or lower level spell from the Sorcerer or Wizard spell lists. These spells are added to your personal spell list as ranger spells, are cast using Wisdom, and do not count against your maximum number of spells known.

At 18th level, add one 5th or lower level spell from the sorcerer or wizard spell list as a bonus ranger spell. It does not count against your maximum number of spells known.

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